Electronic gaming machine with architecture supporting a virtual dealer and virtual cards

ABSTRACT

An automated gaming system comprises a gaming table and an upright video display panel. The system comprises a table having an upper surface, the upper surface having a video display surface that provides a continuous field of video display and at least two different player positions. There is a processor in information communication with the upright video display panel and the video display surface. The processor directs video display on both the upright video display panel and the video display surface. The same or a separate processor provides game rules for the play of at least one casino table card game without the use of physical cards on the table. Each player position has an individual intelligent player processing board dedicated to that position. Communication between the automated gaming system and a host casino computer takes place from the intelligent player processing boards in one form of the invention.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to the field of gaming, the field ofcasino table gaming, the field of casino table card gaming, and toelectronic or computer-based systems that can approach or achievecomplete automation of a casino table game, including the elimination ofa live dealer.

2. Background of the Art

In the gaming industry, significant gambling occurs at live table gamesthat use playing cards and a live dealer. Exemplary live table gamesinclude blackjack, poker, poker variants such as Let It Ride® studpoker, baccarat, casino war and other games. There are a number ofproprietary or specialty live table card games which have developed,such as pai-gow poker, Let-It-Ride® stud poker, Three Card Poker® game,Four Card Poker® game, Caribbean Stud® poker and others. These and manyother games all involve play using playing cards. The cards are dealt bya live dealer to the players, to a flop and/or to the dealer. The use ofplaying cards provided by a live dealer has a number of associatedlimitations and disadvantages that have long plagued the casinoindustry. Some of these are of general concern to all or most playingcard games. Others are problems associated with the use of playing cardsin particular games. Some of the principal concerns and problems arediscussed below.

The use of playing cards at live table games typically involves severaloperational requirements that are time-consuming. These operations areconveniently described as collecting, shuffling, dealing and reading ofthe cards. In many card games there is also a step of cutting the deckafter it has been shuffled. In the collecting operation, a live dealertypically collects the cards just played at the end of a hand of play.This is done in preparation for playing the next hand of cards. Thecards must often be collected in the specific order in which they hadappeared in the play of the game and must also be collected in aspecific orientation, such as all cards being in a facedown or face-upcondition. The cards also are typically straightened into a stack withthe long sides and short sides aligned. These manipulations take timeand are not typically appreciated by either the dealer or players asenhancing the play and entertainment value of the game. The use ofphysical cards also adds a regular cost to play of the game in the wearon decks of cards that must be replaced every few hours. In many gamesthe cards collected at the end of the hand are deposited in a discardrack that collects the played cards until the time a new stack isobtained or the stack is shuffled. In some games the cards areimmediately shuffled into the stack either manually or using a cardshuffling machine. More typically, the cards are collected and thenshuffling is performed later by the dealer or a shuffling devicecontrolled by the dealer.

When shuffling is needed, it involves a break in the action of the tablegame and consumes a significant amount of time. Shuffling is also themost time consuming operation in preparing for the next hand. Thus,shuffling is of substantial financial significance to the casinoindustry because it requires significant time and reduces the number ofhands that can be played per hour or other period of time. The earningsof casinos are primarily dependent upon the total number of handsplayed. This is true because the casino on average wins a certainpercent of the amounts wagered, and many or most casinos are open on a24-hour basis. Thus, earnings are limited by the number of hands thatcan be played per hour. In light of this there has been a significantand keen interest by casino owners to develop practices that allow moregames to be played in a given amount of time. Accomplishing this withoutdetracting from the players' enjoyment and desire to play the game is achallenging and longstanding issue with casino owners and consultants inthe gaming industry. The use of high quality shuffling machines, such asthose produced by Shuffle Master, Inc. (Las Vegas, Nev.) as shown, forexample, in U.S. Patents Nos. 6,655,684; 6,651,982; 6,588,751;6,658,750; 6,568,678; 6,325,373; 6,254,096; 6,149,154; 6,139,014;6,068,258; and 5,695,189 that have significantly reduced the problem indown time, but there is still the need for a human operator and a humandealer in the use of these shuffling devices for casino table games.

The amount of time consumed by collecting, shuffling and dealing is alsoof significance in private card games because it also delays action andrequires some special effort to perform. In private games there is alsosome added complexity due to card players remembering or figuring outwhich player had previously dealt and who should now shuffle and re-dealthe cards as needed.

In addition to the time delay and added activity needed to collect,shuffle and deal cards, there is typically some time devoted to cuttingthe deck of cards which have been shuffled and which are soon to bedealt. This traditional maneuver helps to reduce the risk that thedealer who has shuffled the cards may have done so in a way that stacksthe deck in an ordered fashion that may favor the dealer or someone elseplaying the game. Although cutting the deck does not require a largeamount of time, it does take some time. The amount of time spent oncutting also somewhat reduces the frequency at which hands of the cardgame can be played and introduces another physical step in which humanerror or design can be introduced, such as dropping and exposing thecards or cutting the deck in a specific position to control the outcomein a fixed deck.

In the gaming industry there is also a very significant amount of timeand effort devoted to security issues that relate to play of the casinogames. Part of the security concerns stem from frequent attempts tocheat during play of the games. Attempts to cheat are made by players,dealers, or more significantly by dealers and players in collusion. Thischeating seeks to affect the outcome of the game in a way that favorsthe dealer or players who are working together. The amount of cheatingin card games is significant to the casino industry and constitutes amajor security problem that has large associated losses. The costs ofefforts to deter or prevent cheating are very large and made on a dailybasis. Many of the attempts to cheat in the play of live table cardgames involve some aspect of dealer or player manipulation of cardsduring collection, shuffling, cutting or dealing of cards. Thus, thereis a need for methods and apparatus that can be used in the play of livetable card games that reduces the ability of the dealer and/or playersto cheat by manipulation of playing cards. Of greatest concern areschemes whereby the deck is stacked and the stacked deck is used to thecollusive player's advantage. Stacked decks represent huge potentiallosses since the player is aware of the cards which will be playedbefore play occurs and can optimize winnings by increasing bets forwinning hands and decreasing bets for losing hands. It is also desirableto provide decks or groups of cards where card counters aredisadvantaged because of the reduction in their ability to trackdistributions of cards in the group of cards being used for play.Continuous shufflers, in which cards are reintroduced into the group ofcards being used, the introduction being random throughout the entiregroup, helps to eliminate that aspect of improper behavior at the gamingtable.

Casinos have recognized that their efforts to reduce cheating would beimproved if the casino had comprehensive information on the cards whichhave been played, the amounts bet, the players and dealers involved andother information about actions which have taken place at the cardtables. This is of particular importance in assessing the use of stackeddecks. It is also important where card tracking is occurring. Additionalexplanation about card tracking is discussed below. The informationdesired by the casinos includes knowing the sequence and exact cardsbeing dealt. It would be even more advantageous to the casino ifphysical cards and live dealers could be eliminated, as this wouldremove almost all major existing methods of fraud from casino table cardgames.

Some attempts have been made to record card game action. The bestcurrent technology involves cameras that are mounted above the tables torecord the action of the card games. This approach is disadvantaged bythe fact that not all cards dealt are easily imaged from a cameraposition above the table because some or all of the cards are not dealtface-up, or are hidden by overlying cards. Although many blackjack gamesare sufficiently revealing to later determine the order of dealt cards,others are not. Other card games, such as poker, have hands that are notrevealed. The covered cards of the players do not allow the order ofdealt cards to be ascertained from an above-table camera or on tablecameras, as exemplified by U.S. Pat. No. 6,313,871 (Schubert); U.S. Pat.No. 5,781,647 (Fishbine); and numerous patents assigned to MindPlay LLC(e.g., U.S. Pat. Nos. 6,663,490; 6,652,379; 6,638,161; 6,595,857;6,579,181; 6,579,180; 6,533,662; 6,533,276; 6,530,837; 6,530,836;6,527,271; 6,520,857; 6,517,436; 6,517,435; and 6,460,848.

Even where cameras are used, their use may not be effective. Suchcameras may require time-consuming and tedious human analysis to go overthe videotapes or other recordings of table action or require the use ofsoftware that is complex and imprecise. In some present systems, somehuman study may be needed just to ascertain the sequence of cards dealtor to determine the amount of betting or to confirm softwaredeterminations from camera read data. Such human analysis is costly andcannot economically be used to routinely monitor all action in a casinocard room or table game pit.

For the above reasons, the video camera monitoring techniques have foundvery limited effectiveness as a routine approach for identifyingcheating. There has also been relatively limited use as a seriousanalytical tool because of the difficulty of analysis. Such camerasurveillance techniques are also of only limited effectiveness as adeterrent because many of the people involved with cheating have aworking knowledge of their limitations and utilize approaches which arenot easily detectible by such systems.

Another use of video camera monitoring and recording has been made inthe context of analyzing card table action after someone has become acheating or card counting suspect. The tape recordings serve as evidenceto prove the cheating scheme. However, in the past, this has generallyrequired other evidence to initially reveal the cheating so that carefulanalysis can be performed. More routine and general screening to detectcheating has remained a difficult and continuing problem for casinos.This is also a human intensive review, with both video monitoringsecurity personnel and live personnel watching the players andapprehending players at the tables.

Another approach to reducing security problems utilizes card shoeshaving card detection capability. Card shoes hold a stack of cardscontaining typically from one to eight decks of cards. The cards areheld in the card shoe in preparation for dealing and to secure the deckwithin a device that restricts access to the cards and helps preventcard manipulations. Card shoes can be fit with optical or magneticsensors that detect the cards as they are being dealt. Some of theproblems of security analysis using above-table cameras is reduced whenthe sequence of cards dealt can be directly determined at the card shoeusing optical or magnetic sensors.

One advantage of such card shoes is that the card sequence informationcan be collected in a machine-readable format by sensing the specificnature (suit and count) of each card as they are dealt out of the cardshoe. However, most such card shoes have special requirements for thecards being used. Such cards must carry magnetic coding or arespecifically adapted for optical reading. This increases the cost of thecards and may not fully resolve the problems and difficulties inobtaining accurate information concerning sequence information. Theautomated data collecting card shoes also do not have an inherent meansfor collecting data on the assignment of the card to a particular playeror the dealer. They further do not collect data on the amounts bet.These factors thus require some other manual or partially automated datacollection system to be used, or require that time-consuming humananalysis be performed using video tapes as explained above.

The use in blackjack of numerous card decks, such as six decks, has beenone strategy directed at minimizing the risk of card tracking orcounting, especially when the set of cards is cut relatively shallowlyso that many cards are not allowed into play from the set. Such trackingshould be contrasted with card counting strategies which are typicallyless accurate and do not pose as substantial a risk of loss to thecasino. Use of numerous card decks in a stack along with proper cut cardplacement can also reduce the risk of effective card counting. However,it has been found that multiple decks are not sufficient to overcome theskilled gambler's ability to track cards and turn the advantage againstthe house.

Card tracking can be thought of as being of two types. Sequential cardtracking involves determination of the specific ordering of the carddeck or decks being dealt. This can be determined or closely estimatedfor runs of cards, sequences of cards forming a portion or portions of astack. Sequential card tracking can be devastating to a casino since aplayer taking advantage of such information can bet large in a winningsituation and change the odds in favor of the player and against thecasino.

Slug tracking involves determining runs of the deck or stack that show ahigher frequency of certain important cards. For example, in the play ofblackjack there are a relatively large number of 10-count cards. These10-count cards are significant in producing winning blackjack hands or20-count hands that are also frequently winning hands. Gamblers who areproficient in tracking slugs containing large numbers of 10-count cardscan gain an advantage over the house and win in blackjack.

There is also a long-standing problem in the play of blackjack whichconcerns the situation when the dealer receives a blackjack hand in theinitial two cards dealt. If the dealer has a 10-count card or ace as theup card, then it is possible for the dealer to have a blackjack. If thedealer does have a blackjack, then there is no reason to play the handout since the outcome of the hand is already determined without furtherdealing. If the hand is fully played out, and the dealer then revealsthat the dealer has received a blackjack hand, then a significant amountof time has been wasted. It also causes players to often be upset when ahand is played out to no avail. In many casinos the waste of timeassociated with playing out hands with a winning dealer blackjack haslead to various approaches that attempt to end the hand after theinitial deal. Some of these allow the dealer to look at the down card tomake a determination whether a blackjack hand has been dealt to thedealer. This looking is commonly called “peeking” and is an operationthat has been the source of numerous cheating schemes involving dealersand players who work in collusion. In such cheating associated withpeeking at the down card, the dealer cheats in collaboration with anaccomplice-player. This cheating is frequently accomplished when thedealer signals the accomplice using eye movements, hand movements orother signals. If a dealer does not peek, then he does not know thevalue of his hand until after the players have completed their play. Ifthe dealer does peek, then he can use such eye movements, hand movementsor other techniques to convey instructions to his accomplice-player.These signals tell the accomplice what hand the dealer has been dealt.With this knowledge of the dealer's hand, the accomplice has improvedodds of winning and this can be sufficient to turn the long-term odds infavor of the accomplice-player and against the casino. Many casinos donot allow the dealer to look at or inspect the down card until allinsurance wagers have been made or declined.

There have also been a substantial number of apparatuses devised tofacilitate the peeking procedure or render it less subject to abuse.Such peeking devices are intended to allow determination of whether thedealer has received a blackjack hand; however, this is done withoutrevealing to the dealer what the down card is unless it makes ablackjack. Some of these devices require a special table with a peekingdevice installed in the table. Others allow the down card to be reviewedusing a tabletop device in which the card is inserted. These systems andothers involve the use of special playing cards. These devices andmethods generally add greater costs and slow the play of the game. Theslowed play often occurs to such a degree that it offsets the originalpurpose of saving the time associated with playing out possible dealerblackjack hands. The prior attempts have often ended up unacceptable andare removed.

Another notable problem suffered by live table games is the intimidationwhich many novice or less experienced players feel when playing suchgames. Surveys have indicated that many new or less experienced peoplewho come to a casino are inclined to play slot machines and video cardgames. These people feel intimidation at a live table game because suchgames require quick thinking and decision making while other people arewatching and waiting. This intimidation factor reduces participation intable games.

A further issue that has developed in the casino business is thepublic's increasing interest in participating in games that have a verylarge potential payoff. This may be in part a result of the large amountof publicity surrounding the state operated lotteries. News of hugepayoffs is read with keen interest and creates expectations that gamingestablishments should provide games with large jackpots. One approachhas been the networked or progressive slot machines that use acentralized pool of funds contributed by numerous players. These slotmachine systems are relatively more costly to purchase and operate. Formany gamblers, this approach is not particularly attractive. This lackof attractiveness may be due to the impersonal and solitary nature ofplaying slot machines. It may alternatively be for other reasons.Whatever the reason, the public is clearly interested in participatingin games that can offer potential jackpots that are very large. Tablecard games have not been able to satisfactorily address this interest.The continued diminishment in the percent of people who play live tablegames indicates the need for more attractive games and game systems thataddress to public's interests.

Further problems associated with live table card games are the costsassociated with purchasing, handling and disposal of paper and plasticplaying cards. Casinos pay relatively favorable prices for card decks,but the decks roughly cost about $1 per deck at this time. Each casinouses decks for a very limited period of time, typically only one shift,and almost always less than one day. After this relatively brief life inthe limelight, the decks are disposed of in a suitable manner. In somecases they can be sold as souvenirs. This is done after the cards arespecially marked or portions are punched out to show they have beendecommissioned from a casino. This special marking allows the cards tobe sold as souvenirs while reducing the risk that they will later beused at the card tables in a cheating scheme which involves slipping awinning card into play at an appropriate point. In other cases theplaying cards are simply destroyed or recycled to eliminate this lastrisk. In any case, the cost of playing cards for a casino is significantand can easily run in the hundreds of thousands of dollars per year.

In addition to the above problems, there are also significant costsassociated with handling and storing the new and worn playing cards.Sizable rooms located in the casino complexes are needed just to storethe cards as they are coming and going. Thus, the high costs of casinofacilities further exacerbate the costs associated with paper andplastic playing cards.

The most significant cost in operation of gaming apparatus is personnelcosts. A number of attempts have been made to reduce time requirementsfor not only the dealers, relief dealers, but also for the supervisors,managers, security and the other staff that are directly or indirectlyinvolved in the operation or maintenance of the games.

A number of attempts have been made to design and provide fullyautomated gaming machines that duplicate play of casino table cardgames. These attempts have ranged from and included the highlysuccessful video poker slot games to the mildly successful slot-typeblackjack game (for single players). In those systems, the individualplayer sits at an individual machine, inserts credits/currency/coins,and plays a one-on-one game that is controlled by a processor in themachine or to which the machine is distally connected (networked). Thesemachines are common in casinos, but do not duplicate the ambience of thecasino table game with multiple players present.

Another type of attempt for simulating casino table card games is theuse of a bank of individual player positions associated with a singledealer position in an attempt to simulate the physical ambiance of alive casino table card game. Such systems are shown in U.S. Pat. No.4,397,509 (Miller); U.S. Pat. No. 4,614,342 (Takashima); U.S. Pat. No.4,995,615 (Cheng); U.S. Pat. No. 5,470,080 (Naku); and Published U.S.patent applications 2002/0169013 (Serizawa); 2003/0199316 (Miyamoto);and the like. These systems have a video display of a dealer and haveindividual monitors for display of the players' hands and the dealerhands. The architecture of these systems has generally been designed ona unique basis for each game, and there tends to be a maincomputer/processor that drives all elements of the game, or twocomputers/processors that distribute the video control of the dealerimage and the remainder of the game elements between the two distinctcomputer/processors. This tends to maximize the cost of the system andtends to provide a slow system with high processing power demands tokeep the operation working at speeds needed to maximize use and profitfrom the machines.

Sines, U.S. Pat. Nos. 6,651,985 and 6,270,404 are titled “Automatedsystem for playing live casino table games having tabletop changeableplaying card displays and play monitoring security features”. Sines U.S.Pat. No. 6,165,069 is similarly titled “Automated system for playinglive casino table games having tabletop changeable playing card displaysand monitoring security features.”

The latter two patents (U.S. Pat. Nos. 6,270,404 and 6,165,069) arerelated as continuations and therefore have identical disclosures. U.S.Pat. No. 6,651,985 claims continuation-in-part status from the earliestapplication (U.S. Pat. No. 6,165,069.

Sines, U.S. Pat. No. 6,651,985, describes the use of a live dealer, eventhough virtual cards are used. There is no virtual dealer display and nosoftware or architecture controls needed for a virtual dealer display.There are distinct display components for the players' hands anddealer's hand. Looking at FIGS. 23, 24 and 25 (which are identical tothe same figures in U.S. Pat. No. 6,651,895, discussed above), itappears that at least for betting functions, the system operates withparallel communication to the player input stations. (See wireconnections shown in FIGS. 24 and 25 to the Player Bet Interfaces 196,198, 201 and 203.) These Bet Interface Circuits (an alternativedescription in the text, at column 14, lines 29-56 and column 15, lines5-12) do not indicate that these are anything more than circuits, and noprocessing intelligence is specifically disclosed. This appears to bemerely an interface with player controls without any processing functiondisclosed. The Sines' system in these patents also requires bet sensorson the table.

U.S. Pat. No. 6,607,443 (Miyamoto et al., Kabushiki Kaisha SEGAEnterprises) and Published U.S. application 2003/0199316 A1 (also KKSE)and particularly FIGS. 1, 2, 3, 7, 9, 10, 11, 12 and 13, discloses avirtual blackjack table system. The main objective of this patent is tohave optical data that enables the SEGA system to read hand signals ofplayers, such as calls for hits and Stand signals. The hardwarearchitecture in FIG. 15, as described in the specification at column 11,lines 29-54 show that there are distinct CPU's for the (audio and video,280, 281, 282, 283) which is driven by the Sub-CPU, which is turnconnected to the main CPU (201), with an additional sub-CPU 204directing the motion sensor system 13, 14, 15, 16, and 32. There aredistinct processing blocks for the sound (22), the video (21), the mainCPU (20), and the subsystems (13), as well as the components alreadynoted for the motion sensors/facial recognition sensors system.

U.S. Pat. No. 5,221,083 (Dote, SEGA Enterprises, Ltd.) describes ablackjack automated game system that has a reflected video image of adealer and also has individual satellite player positions, withindividual CRT monitors for each player. There is no disclosure of thetype of information processing hardware in the system.

U.S. Pat. No. 5,934,998 (Forte and Sines, unassigned) and U.S. Pat. No.5,586,766 (Forte and Sines, assigned to Casinovations, Inc.) describethe use of physical cards and a physical dealer, with no dealer display,on a blackjack table that has a CPU driven system. FIGS. 6-10 showcircuit construction and hardware considerations in the design of thesystem, including communication architecture. This system provides acount display (e.g., LED display) at each player position to show theplayer count and dealer count (as appropriate) that is determined fromreading of the physical cards. Physical playing chips are also used,with no credit wagering capability shown.

U.S. Pat. No. 5,159,549 describes a system that provides a multipleplayer game data processing unit with wager accounting. There aredistinct player stations with player input on wagering. There may be alimited amount of intelligence at player stations (see column 4, line 1through column 7, line 55), but there are multiple lines to each playerstation.

U.S. Pat. No. 4,614,342 (Takashima) teaches an electronic game machinewith distinct display units (CRT screens) at the player positions andthe dealer position. The dealer screen (10) does not show an image of adealer, but shows the dealer's card(s) and game information. There aretypical player input controls (16) at each player position. The systemprovided is more like a bank of slot systems than a card table. Inaddition to a dealer data processor (6), each player position includes aplayer data processor CPU (30) with player memory (32). The centraldealer computer apparently polls the individual player data processorsto obtain the status of the events at each position (column 4, lines1-60; and column 3, lines 8-17).

U.S. Pat. No. 5,586,936 (Bennett et al., assigned to Mikohn Gaming)teaches a ticketless control system for monitoring player activity at atable game, such as blackjack. Physical cards and physical chips areshown. Player identity cards identify each player entering play at atable, and a separate ticket printer issues a results ticket (500) atthe end of play or reads the ticket at the beginning of play. There isno distinct intelligence apparent at each player position, and there isa central CPU that controls the system (e.g., FIG. 8). Physical chipsand a real dealer are apparently used. A phone line (630) is connectedfrom each player position to the CPU (820) through a communications port(814).

U.S. Pat. No. 4,995,615 (Cheng) describes a method and apparatus forperforming fair card play. There are individual player positions withindividual screens (12) provided for each player. There are threevertical, card-display screens (11, 13, 11) shown for “receivinginstructions from the computer to display sequentially the cards beingdistributed throughout the processing of the play . . . ” (Column 4,lines 4-13). There is no visual display of a dealer, there areindividual player image panels, and no details of the architecture areshown or described.

U.S. Pat. Nos. 5,879,235; 5,976,019; and 6,394,898, assigned to SEGAEnterprises, Ltd. relate to non-card game systems, such as horse racesimulators or ball game simulators (e.g., roulette). There is no dealeror croupier simulation. The horse race simulator is an automatedminiature track with physically moving game elements. The point ofinterest is in evaluating the architecture to see how the intelligenceis distributed between the player stations and the wagering screen. Thesystem again shows individual monitors at each player position (80, 81)and no dealer display. The schematics of the electrical architecture inFIG. 11 shows a main board that also includes a Picture Control Section(95), Sound Control Section (96), and a communication control section(107). There is a distinct picture output board (108).

It is desirable to provide a system that meets both the structural andplay ambience requirements for a successful, fully automated interactivegaming system for playing casino table wagering games with cards thatdoes not require any attendant personnel in its operation.

SUMMARY OF THE INVENTION

A gaming system simulates complete play of events in a casino table cardwagering game, such as blackjack, poker, poker variants, baccarat, andother wagering games where there has traditionally been a dealer,whether or not the dealer is an active player in the game. Two distinctvideo areas are preferably provided, one relatively upright videodisplay providing video images of a dealer, and the second relativelyhorizontal video display providing a simulation of a table top forplayer cards, and optionally also dealer cards. The players haveindividual play areas with player input, and these play areas haveindividual processing intelligence that communicates directly with amain game computer in a novel manner.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows a perspective view of a prior art format for an automatedgaming system.

FIG. 2 shows an overhead view of a prior art format for an automatedgaming system.

FIG. 4 shows a block schematic of the electronic configuration of aprior art animated gaming system.

FIG. 3 shows a side view of a prior art format for an automated gamingsystem.

FIG. 5 shows a perspective view of a format for an automated gamingsystem according to the present invention.

FIG. 6 shows a frontal view of a gaming engine useful in the practice ofthe present invention.

FIG. 7 shows a schematic of a player station useful in the practice ofthe present invention.

FIG. 8 shows a schematic of a preferred embodiment of a game displayuseful in the practice of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

It should be first understood that in the description of the practices,methods, components, subcomponents and apparatus of the presentinvention, the examples and specific materials identified are merelyexemplary and are not intended to be taken as limits in the practice ofthe invention. For example, any computer language may be used, anyoperating system may be used, any commercial or specially designedhardware that can perform the identified functions and provides thedescribed properties can be used, even if the specific componentdescribed is or is not a preferred embodiment of the invention.

A gaming system according to the present invention comprises a table anda dealer “virtual” video display system positioned for view by playersseated at the table. The table may seat at least two players up to theamount of players that can be configured about the table and have a viewof the dealer video display system. Typically each gaming system willhave at least four player available positions, with space determinationsconsidered as to whether there would be 4, 5, 6 or 7 player positions.It is possible to have a completely circular dealer display (e.g.,holographic display in a cylindrical centerpiece) and have playersdistributed around the entire periphery, but this is too dissimilar tostandard play arrangements and could slow the game down, as play shouldapproximate that of a live game, with players playing in sequence. Asurface of the table will have a generally continuous display surfacefor showing players' hands (and possibly dealer hands) and, where thereare touch screen player controls, for displaying the player touch screencontrols. A majority of the table surface comprises a video monitor inone example of the invention. Where there are no touch screen controls,the continuity of the surface may be interrupted by inserted playercontrol panels. The use of a continuous (except for possibleinterruption by the above indicated panels) display surface offers somesignificant advantages in simulating or recreating a standard card tablesurface. Cards may be readily viewed by other players at a blackjacktable, which is standard in table games. Individual monitors, especiallywhere slanted towards the individual players make such table-wide cardreading difficult. The use of the full screen (continuous) display alsoallows for better animation to be provided, such as displaying virtualimages of cards moving to the player and “virtual” chips being placed onthe table when wagers are indicated. For purposes of this disclosure,the term “virtual” means a graphical video, representation of a realobject or person, such as a dealer, cards and chips, for example.

The individual player positions have a separate intelligence at eachplayer position that accepts player input and communicates directly witha game engine (main game computer or processor). The intelligence ispreferably an intelligent board that can process information. Forpurposes of this disclosure the term “intelligent” refers to the abilityto execute code, either provided in the form of software or hardwarecircuits. Such processing may at least comprise some of signalconverting (e.g., signals from player card readers, credit deposit,currency readers, coin readers, touch screen signals, control panelsignals) into a signal that can be included in an information packet andinterpreted by the main game computer when the signal is sent.Communication between the intelligence at each player position is directto the main game computer and may be by self-initiated signal sending,sequenced polling by the main game computer (e.g., each positioncommunicates directly to the main game computer in turn), timedcommunication, or any other order of communication that is directbetween the intelligence and the main game computer. One preferred formof communication between the main game computer and player stationcomputers is by means of self-initiated signal sending. There isessentially a single main game computer that contains video displaycontrols and programs for both the dealer display and the table topdisplay, audio controls and programs, game rules (including storage ofmultiple games if intended to be available on the machine), randomnumber generator, graphic images, game sequence controls, securitysystems, wager accounting programs, external signaling and auditfunctions, and the like. In other forms of the invention, the abovefunctions are divided between a main processor and one or moreadditional processors. The intelligence at each player position speedsup the performance of all aspects of the game by being able tocommunicate directly with the main game computer and being able toprocess information at the player position rather than merely forwardingthe information in raw form to the main game computer. Processing playerinformation at player positions frees up resources for use by the mainprocessor or processors.

A card game system may also include suitable data and control processingsubsystem that is largely contained within a main control modulesupported beneath the tabletop. The control and data processingsubsystem 90 includes a suitable power supply for converting alternatingcurrent from the power main as controlled by a main power switch. Thepower supply transforms the alternating line current to a suitablevoltage and to a direct current supply. Power is supplied to a powerdistribution and sensor/activity electronics control circuit.Commercially available power switching and control circuits may beprovided in the form of a circuit board which is detachable, and plugsinto a board receptacle of a computer mother board or an expansion slotboard receptacle. A main game controller mother board may include acentral microprocessor and related components well-known in the industryas computers using Intel brand Pentium microprocessors and relatedmemory or intelligence from any other manufacturing source. A variety ofdifferent configurations and types of memory devices can be connected tothe motherboard as is well known in the art. Of particular interest isthe inclusion of two flat panel display control boards connected inexpansion slots of the motherboard. Display control boards are eachcapable of controlling the images displayed for the dealer video displayand for each of the player position display areas on the continuousdisplay screen on the table and other operational parameters of thevideo displays used in the gaming system. More specifically, the displaycontrol boards are connected to player bet interfaces circuits for theplayer stations. This arrangement also allows the display control boardsto provide necessary image display data to the display electronic drivecircuits associated with the dealing event program displays and thedealer display.

The motherboard and/or the individual player intelligent boards alsoincludes a serial port that allows stored data to be downloaded from themotherboard to a central casino computer or other additional storagedevice. In one example of the invention, each player board communicatesdirectly with the casino computer system. This allows card game actiondata to be analyzed in various ways using added detail, or by providingintegration with data from multiple tables so that cheating schemes canbe identified and eliminated, and player tracking can be maintained.Player performance and/or skill can be tracked at one table or as acompilation from gaming at multiple tables, as by using Bloodhound™security software marketed by Shuffle Master, Inc., which may beincorporated into this automated gaming system. Additionally, playerhand analysis can be performed. The motherboard and/or individual playerintelligent boards may also have a keyboard connection port that can beused to connect a larger format keyboard to the system to facilitateprogramming and servicing of the system.

Although the preferred system shown does not require featuresillustrated for receiving automated player identification information,such features can alternatively be provided. Card readers such as usedwith credit cards, or other identification code reading devices can beadded in the system to allow or require player identification inconnection with play of the card game and associated recording of gameaction by one of the processors. Such a user identification interface,for example a card reader located at each player station, can beimplemented in the form of a variety of magnetic card readerscommercially available for reading a user-specific identificationinformation. The user-specific information can be provided on speciallyconstructed magnetic cards issued by a casino, or magnetically codedcredit cards or debit cards frequently used with national creditorganizations such as VISA, MASTERCARD, AMERICAN EXPRESS, casino playercard registry, banks and other institutions.

Alternatively, it is possible to use so-called smart cards to provideadded processing or data storage functions in addition to mereidentification data. For example, the user identification could includecoding for available credit amounts purchased from a casino. As furtherexample, the identification card or other user-specific instrument mayinclude specially coded data indicating security information such aswould allow accessing or identifying stored security information whichmust be confirmed by the user after scanning the user identificationcard through a card reader. Such security information might include suchthings as file access numbers which allow the central processor toaccess a stored security clearance code which the user must indicateusing input options provided on displays using touch screen displays. Astill further possibility is to have participant identification using afingerprint image, eye blood vessel image reader, or other suitablebiological information to confirm identity of the user that can be builtinto the table. Still further it is possible to provide such participantidentification information by having the pit personnel manually code inthe information in response to the player indicating his or her codename or real name. Such additional identification could also be used toconfirm credit use of a smart card or transponder. All or part of thefunctions dedicated to a particular player station are controlled by theplayer station intelligence in one form of the invention. Additionally,each player station intelligence may be in communication with a casinoaccounting system.

It should also be understood that the continuous screen canalternatively be provided with suitable display cowlings or covers thatcan be used to shield display of card images from viewing by anyoneother than the player in games where that is desirable. This shieldingcan also be effected by having light-orientation elements in the panel,and some of these light-orientation elements are electronicallycontrollable. In this manner, the processor can allow general viewing ofcards in games where that is desirable or tolerated, and then alter thescreen where desired. These types of features can be provided bynanometer, micrometer or other small particulate or flake elementswithin a panel on the viewing area that are reoriented by signals fromthe processor. Alternatively, liquid crystal or photochromic displayscan be used to create a screening effect that would allow only viewersat specific angles of view from the screen area to view the images ofcards. Such an alternative construction may be desired in systemsdesigned for card games different from blackjack, where some or all ofthe player or dealer cards are not presented for viewing by otherparticipants or onlookers. Such display covers or cowlings can be invarious shapes and configurations as needed to prevent viewing access.It may alternatively be acceptable to use a player-controlled switchthat allows the display to be momentarily viewed and then turned off.The display can be shielded using a cover or merely by using theplayer's hands. Still further it is possible to use a touch screendisplay that would be controlled by touch to turn on and turn off.Similar shielding can be used to prevent others from viewing thedisplay.

A review of the figures will assist in a further understanding of theinvention. FIG. 1 shows a fully automated gaming table 1 of the priorart, as disclosed in U.S. patent application 2003/0199316. The system 1comprises a vertical upright display cabinet 2 and a player bank orstation cluster arrangement 3. The vertical display cabinet 2 has aviewing screen 7 on which images of the virtual dealer are displayed.The top 8 of the player bank arrangement 3 has individual monitorscreens 10 for each player position, as well and tabletop inserted coinacceptors 11, and player controls 12 and 13. There is a separate andlarger dealer's hand screen 9 on which dealer cards are displayed in aformat large enough for all players to view. Speakers 16 a and 16 b areprovided for sound transmission and decorative lights 14 are provided.FIG. 2 shows an overhead view of the same prior art automated gamingsystem 1 with the viewing screen 7 shown more clearly as a CRT monitor.It can also be seen that each player position has to form an arc cutinto the semicircular player seating area 18. FIG. 3 shows a side viewof the same prior art automated gaming system of FIGS. 1 and 2 where theorientation of the three different types of CRT monitors 7, 9 and 10 areshown.

FIG. 4 shows the schematic circuitry of a prior art automated system asdisclosed in 2003/0199316. FIG. 4 is a block diagram of processingcircuitry in the game device of FIG. 1. The game device housingcomprises a CPU block 20 for controlling the whole device, a pictureblock 21 for controlling the game screen display, a sound block forproducing effect sounds and the like, and a subsystem for reading outCD-ROM.

The CPU block 20 comprises an SCU (System Control Unit) 200, a main CPU201, RAM 202, RAM 203, a sub-CPU 204, and a CPU bus 205. The main CPU201 contains a math function similar to a DSP (Digital SignalProcessing) so that application software can be executed rapidly.

The RAM 202 is used as the work area for the main CPU 201. The RAM 203stores the initialization program used for the initialization process.The SCU 200 controls the busses 205, 206 and 207 so that data can beexchanged smoothly among the VEPs 220 and 230, the DSP 241, and othercomponents.

The SCU 200 contains a DMA controller, allowing data (polygon data) forcharacter(s) in the game to be transferred to the VRAM in the pictureblock 21. This allows the game machine or other application software tobe executed rapidly. The sub-CPU 204 is termed an SMPC (System Manager &Peripheral Control). Its functions include collecting sound recognitionsignals from the sound recognition circuit 15 or image recognitionsignals from the image recognition circuit 16 in response to requestsfrom the main CPU 201. On the basis of sound recognition signals orimage recognition signals provided by the sub-CPU 204, the main CPU 201controls changes in the expression of the character(s) appearing on thegame screen, or performs image control pertaining to game development,for example. The picture block 21 comprises a first VPD (Video DisplayProcessor) 220 for rendering TV game polygon data characters and polygonscreens overlaid on the background image, and a second VDP 230 forrendering scrolling background screens, performing image synthesis ofpolygon image data and scrolling image data based on priority (imagepriority order), performing clipping, and the like. The first VPD 220houses a system register 220 a, and is connected to the VRAM (DRAM) 221and to two frame buffers 222 and 223. Data for rendering the polygonsused to represent TV game characters and the like is sent to the firstVPD 220 through the main CPU 220, and the rendering data written to theVRAM 221 is rendered in the form of 16- or 8-bit pixels to the renderingframe buffer 222 (or 223). The data in the rendered frame buffer 222 (or223) is sent to the second VDP 230 during display mode. In this way,buffers 222 and 223 are used as frame buffers, providing a double bufferdesign for switching between rendering and display for each individualframe. Regarding information for controlling rendering, the first VPD220 controls rendering and display in accordance with the instructionsestablished in the system register 220 a of the first VPD 220 by themain CPU 201 via the SCU 200.

The second VDP 230 houses a register 230 a and color RAM 230 b, and isconnected to the VRAM 231. The second VDP 230 is connected via the bus207 to the first VPD 220 and the SCU 200, and is connected to pictureoutput terminals Voa through Vog through memories 232 a through 232 gand encoders 260 a through 260g. The picture output terminals Voathrough Vog are connected through cables to the display 7 and thesatellite displays 10.

Scrolling screen data for the second VDP 230 is defined in the VRAM 231and the color RAM 230 b by the CPU 201 through the SCU 200. Informationfor-controlling image display is similarly defined in the second VDP230. Data defined in the VRAM 231 is read out in accordance with thecontents established in the register 230 a by the second VDP 230, andserves as image data for the scrolling screens that portray thebackground for the character(s). Image data for each scrolling screenand image data of texture-mapped polygon data sent from the first VPD220 is assigned display priority (priority) in accordance with thesettings in the register 230 a, and the final image screen data issynthesized.

Where the display image data is in palette format, the second VDP 230reads out the color data defined in the color RAM 230 b in accordancewith the values thereof, and produces the display color data. Color datais produced for each display 7 and 9 and for each satellite display 10.Where display image data is in RGB format, the display image data isused as-is as display color data. The display color data is temporarilystored in memories 232 a-232 f and is then output to the encoders 260a-260 f. The encoders 260 a-260 f produce picture signals by addingsynchronizing signals to the image data, which is then sent via thepicture output terminals Voa through Vog to the display 7 and thesatellite displays 10. In this way, the images required to conduct aninteractive game are displayed on the screens of the display 7 and thesatellite displays 10.

The sound block 22 comprises a DSP 240 for performing sound synthesisusing PCM format or FM format, and a CPU 241 for controlling the DSP240. Sound data generated by the DSP 240 is converted into 2-channelsound signals by a D/A converter 270 and is then presented to audiooutput terminals Ao via interface 271. These audio output terminals Aoare connected to the input terminals of an audio amplification circuit.Thus, the sound signals presented to the audio output terminals Ao areinput to the audio amplification circuit (not shown). Sound signalsamplified by the audio amplification circuit drive the speakers 16 a and16 b. The subsystem 23 comprises a CD-ROM drive 19 b, a CD-I/F 280, andCPU 281, an MPEG-AUDIO section 282, and an MPEG-PICTURE section 283. Thesubsystem 23 has the function of reading application software providedin the form of a CD-ROM and reproducing the animation. The CD-ROM drive19 b reads out data from CD-ROM. The CPU 281 controls' the CD-ROM drive19 b and performs error correction on the data read out by it. Data readfrom the CD-ROM is sent via the CD-I/F 280, bus 206, and SCU 200 to themain CPU 201 that uses it as the application software. The MPEG-AUDIOsection 282 and the MPEG-PICTURE section 283 are used to expand datathat has been compressed in MPEG (Motion Picture Expert Group) format.By using the MPEG-AUDIO section 282 and the MPEG-PICTURE section 283 toexpand data that has been compressed in MPEG format, it is possible toreproduce motion picture. It should be noted herein that there aredistinct processor for the CPU block, video block, sound block, CD-ROMdrive and Memory with their independent PCU's. This requires significantcomputing power and still has dumb (no intelligence) player inputcomponents.

FIG. 5 shows an example of an automated table system 101 of the presentinvention. The system 101 has an upright dealer display cabinet 102 witha top 104 and the dealer viewing screen 107 which may be any form ofdisplay screen such as a CRT, plasma screen, liquid crystal screen, LEDscreen or the like. The player bank arrangement 103 has a continuousdisplay screen 109 on which images of cards being dealt 105, dealer'scards 108, bets wagered 111 and touch screen player input functions 110are displayed. Other player input functions may be provided on a panel106 which might accept currency, coins, tokens, identification cards,player tracking cards, ticket in/ticket out acceptance, and the like.

FIG. 6 shows an electronic/processor schematic for a MultiPlayerPlatform (MPP) gaming system according to the present invention. The MPPGame engine (dealer) comprises a Heber Pluto 5 casino game board 200(Motorola 68340 board) operating off the PC Platform Pentium 4 MPP GameDisplay processor 202. The game display processor operates on a WindowsXP platform. The respective subcomponents on the Pentium 4 processor arelabeled to show the apportionment of activity on the motherboard and thecomponent parts added to the board. As is shown, the game engine has anUninterruptible Power Supply 204. The game display processor directsactivity on the Speakers, directs activities onto the MPP Game Servicepanel, and the Plasma Monitor Card Table display. It is important tonote that all communications are direct from the game display processor,freeing up resources available to the game engine processor.

FIG. 7 shows the electronic/processing schematics of the MPP PlayerStation Intelligence board (Heber Pluto 5 Casino, Motorola 68340), eachof which player stations (one for each player position) is in directconnection to the MPP Game Engine (Dealer), which is in turn directlyconnected to the PC Platform. (not shown in this Figure). EachIntelligence board receives information for all player input systemsspecific to that player station, such as the shown Coin Acceptor, CoinHopper, Bill validator, Ticket Printer, Touch Screen and/or DisplayButton Panel, Dual Wire Ticket-in-Ticket-Out Printing and SAS System(SAS is one exemplary standard communications protocol used by a numberof casinos central computer systems.) A significant benefit resides inthe use of the independent Intelligence boards at each player positionbeing in direct communication with the MPP Game Engine 300, as opposedto each individual player position button panel being dead or inactiveuntil authorized by the main game processor, as previous automatedgaming systems were constructed.

The present invention is also an improvement in providing a system withnot only the intelligence at each player position, but also inredistributing processing capability for functions among variousprocessing components within the gaming system. In one architecturalformat, all functions of the gaming engine, except for the playerlocalized intelligence functions, are consolidated into a single PC(e.g., the Pentium 4 shown in the Figures). This would include all gamefunctions, player video functions, dealer video functions, dealer audiofunctions, security, central reporting (to a casino's central computer,for example), currency and debit functions, alarm functions, lightingfunctions, and all other peripherals on the system, except for thelocalized player functions. Alternatively, all functions requiringcommunication with the casino's main computer system are located on theplayer station intelligent boards. In this system, the main gameprocessor would talk directly with the player intelligent boards,preferably in the same novel communication format described below.

The alternative system is shown in FIGS. 6, 7 and 8, where there is adealer engine processor intermediate the main game PC and the Playerintelligent boards. Both systems are a distinct improvement over theprior art, but with the higher power available for PC's, and with theease of programming a PC as opposed to an embedded system, theconsolidation of the game functions and the ability of the main gameengine to communicate with each of the player positions is enabled. Asshown in FIG. 8, the Game display processor 300 is preferably a Pentium4 PC and is separate from the main processor. With the playerintelligent boards, the main game PC can receive packets of informationfrom each player station as events occur rather than having to poll eachplayer position on a regular basis 100 times to gain the specificinformation for each player input that may be made.

A description of the Heber Board, (an exemplary board that can be usedas a player station processor and/or game engine processor 16) acommercially available intelligent processing board is as follows. TheHeber Board is known for its reliability and flexibility, especially forthe Pluto 5 family of gaming products. The Pluto 5 is the controller ofchoice for the global gaming industry. Flexibility comes from a set offeatures built into the Pluto 5 (Casino) controller, and from the choiceof optional add-on boards that can be used to adapt the Pluto family tobest suit individual applications. In the area of interfacing, there arethree distinct boards, each of which serves a particular function inhelping the Pluto 5 to connect with the world outside:

RS485 Board

RS485 is an industrial-grade board for linking multiple systems inunforgiving circumstances for centralized information gathering. TheHeber RS485 board is fully opto-isolated to provide complete circuitsafety when used within ‘electrically noisy’ environments. The RS485board uses a single RS232 connection to the Pluto 5 board and allnecessary power is also derived through this link. Two header connectorsmay be provided for the RS485 channel to allow daisy chain connectionsbetween multiple systems.

HII/ccTalk Board

This board specializes in communicating with industry standard note/coinacceptors and payout hoppers. Equipped with dual communication channels,each port is configurable to use either the HII format to connect withMars® coin/note acceptors or the ccTalk format for Money Controls®hoppers. Both channels are controlled via a single RS232 connection tothe Pluto 5 board and all necessary power is also derived through thislink. The Heber FastTrack package contains modular library functions forpassing information via these channels.

Four Channel Relay Board

The relay board allows control of medium- to high-level loads such assolenoids, without risk of damage or interference to the Pluto 5circuitry. Four power-switching channels are available with absoluteisolation from the Pluto 5 control signals. Each relay is capable ofswitching direct or alternating currents of up to 7A at a maximumvoltage of 250V.

Like the Pluto 5 board itself, its modular options have been usedextensively so that their designs are fully developed and entirelystable. The options that are specified are consistently provided in massquantities. As with all Pluto products, programming for the modularoptions is straightforward. This is enhanced with the use of the Pluto 5Enhanced Development Kit and also the FastTrack package. Between them,these kits contain all of the low level and high level programming toolsand library functions needed for gaming applications. These systems canbe provided through a Pluto 5 Enhanced Development Kit datasheet80-15353-7

Heber Limited, Belvedere Mill, Chalford, Stroud, Gloucestershire, GL68NT, UK Tel: +44 (0) 1453 886000 Fax: +44 (0) 1453 885013www.heber.co.uk

Specifications for the various boards are identified below.

RS485 Interface

Host Interface

-   -   RS232 connection to Pluto 5/Pluto 5 Casino    -   All power provided via RS232 link from host system

Communication port

-   -   Dual four-way Molex 0.1″ KK headers for daisy chaining purposes

Dimensions

-   -   80×61 mm (3.14×2.4″)

Part Number

-   -   Opto-isolated RS485 board    -   01-14536-2        HII/ccTalk Interface

Host Interface

-   -   RS232 connection to Pluto 5/Pluto 5 Casino    -   All power provided via RS232 link from host system

Communication Port

-   -   Single or dual 10 way header connectors

Dimensions

-   -   101.6×69.85 mm (4×2.8″)

Part Number

-   -   Dual channel HII/ccTalk board    -   01-16171-2        Four Channel Relay Board

Host Interface

-   -   Connection to Pluto 5/Pluto 5 Casino via ribbon cable using four        standard output lines    -   All power provided via ribbon cable link from host system

Switching capabilities

-   -   Up to 250V AC or DC @ 7A maximum per channel

Dimensions

-   -   80×61 mm (3.14×2.4″)

Part Number

-   -   Four channel relay board    -   01-15275-1    -   80-16949-1

One proposed hardware configuration uses a “satellite” intelligentprocessor at each player position. The player station satelliteprocessor is substantially the same as the primary game engineprocessor, a Heber Pluto 5 Casino board. The satellite processorsreceive instruction from the primary game engine but then handle thecommunications with player station peripherals independently. Eachsatellite processor communicates with only the peripherals at the sameplayer station. Thus each player station has a dedicated satelliteprocessor communicating with only the peripherals at the same playerstation and with the casino's central computer system. The peripheralsare, but not limited to: Slot accounting Systems, Bill Validator, TicketPrinter, Coin Acceptor, Coin Hopper, Meters, Button panel or LCD touchscreen and various doors and keys.

The satellite processors run proprietary software to enablefunctionality. The player station software is comprised of two modules,the first being an OS similar to the game engine Operating System andthe second being station software that handles peripheralcommunications. The software may be installed on EPROMs for eachsatellite processor. The primary method of communication between thesatellite processors and the primary game engine is via serialconnectivity and the previously described protocol. In one example,information packets are prepared by the satellite processors and aresent to the game engine processor on the happening of an event.

The proposed game engine provides communication to the player stationsto set the game state, activate buttons and receive button and meterinformation for each player station. Communication is via a serialconnection to each of the stations. The new protocol for communicationbetween the game engine, game display and player stations is an eventdriven packet-for-packet bi-directional protocol with Cyclic RedundancyCheck (CRC) verification. This is distinguished from the Sega systemthat used continuous polling. This communication method frees upresources in the same engine processor because the processor no longerneeds to poll the satellites continuously or periodically.

The new protocol uses embedded acknowledgement and sequence checking.The packet-for-packet protocol uses a Command Packet, Response Packetand a Synchronization Packet as illustrated below. The protocol usesstandard ASCII characters to send data and a proprietary verificationmethod. Format of Command Packet DATA STX SEQ LENGTH DATA CRC-16 ETX 1 13 3-999 5 1

Format of Response Packet STX SEQ DSP PRV ETX 1 1 1 1 1

Format of Synchronization Response Packet STX MTS MRS ETX 1 1 1 1

Legend For Figures STX Start of Packet Character SEQ Sequence # (Cyclesfrom ‘0’ thru ‘9’) LEN Length of Data Area (‘003’ thru ‘999’) DATA ASCIIData Fields Separated with ‘|’ Character CRC CRC-16 Value (‘0000’ thru‘65535’) Cyclic Redundancy Check ETX End of Packet Character DSPDisposition Code (‘A’ ACK, ‘N’ NAK, or ‘I’ Invalid Sequence) PRVSequence Number of Last ACK'ed Packet (0 thru 9) MTS Main's CurrentTransmit Sequence Number MRS Main's Current Receive Sequence Number

The Command Packet and Response Packet are used during primary gamecommunications. The protocol uses redundant acknowledgement. Forexample: The packet is initially acknowledged when first received by therecipient. The same recipient will resend anther acknowledgement in thenext communication. This second acknowledgement is the ‘PRV’ data in theresponse packet.

The communications between the Game Engine and the Player Stationintelligence is preferably a transaction-based protocol. Either devicecan start a transaction, which is why it is essential that there be anintelligent board at each player position. All packets of informationmay be sent in any acceptable format, with ASCII format preferred as amatter of designer choice. All command packets usually contain asequence number that is incremented after each successful packetexchange. The Game Engine and the Player Station intelligence usesequence numbers that are independent of each other. The sequence numberkeeps the communications in synchronization. This synchronization methodis described later.

The command packet is used to send various commands such as Inputs,Lamps, Doors, Errors, Chirp, Game Results, player input, coinacceptance, player identification, credit acceptance, wagers, etc . . .. The command packet format may be, by ay of a non-limiting example:

-   -   <STX><Sequence number><Data Length><Data><CRC-16><ETX>

The data format with in the command packet may be:

-   -   <Address><Command><Field 1>|<Field 2>|<Field n>|

The response packet format may be:

-   -   <STX><Sequence number><Disposition><Previous ACK><ETX>

The sync request packet format may be:

-   -   <SYN>

The sync response packet format may be:

-   -   <STX><Mains Current Transmission Sequence><Mains Current Receive        Sequence><ETX>

A major strength of the protocol is its resilience of the Game Protocoland its ability to free up resources within the game engine. Thoseresources can in turn be used to provide more intricate games, andmulti-media affects.

Synchronization Method

The satellite and host must become synchronized in order to provide forreliable communications using packet numbers. To facilitate this, anovel protocol synchronization method that is used. Upon applying powerto the satellite, or after a communications failure, the satelliteautomatically enters into synchronization mode. In the synchronizationmode the satellite sends out the ASCII SYN (0×16) character about everysecond. It is expecting a special response packet containing transmitand receive packet sequence numbers to be used from that point on. Afterreceiving the special response packet, the sequence numbers are usedas-is, and not incremented until the a successful packet exchange. Aftercommunications is synchronized, the sequence numbers are incrementedafter each packet is successfully sent or received.

As was noted before, the main game processor may contain information,data, programming and other necessary functions to enable the play ofmultiple games off the same machine. For example, the main game enginemay have rules and commands that will enable play of Blackjack, Let ItRide® poker, Three-Card™ poker, Four-Card™ poker, Caribbean Stud® poker,Spanish 21® blackjack, baccarat, Pai Gow poker, and other card games.The system may be controlled so that different games may be played atdifferent times on command of the casino or players.

All of the apparatus, devices and methods disclosed and claimed hereincan be made and executed without undue experimentation in light of thepresent disclosure. While the apparatus, devices and methods of thisinvention have been described in terms of both generic descriptions andpreferred embodiments, it will be apparent to those skilled in the artthat variations may be applied to the apparatus, devices and methodsdescribed herein without departing from the concept and scope of theinvention. More specifically, it will be apparent that certain elements,components, steps, and sequences that are functionally related to thepreferred embodiments may be substituted for the elements, components,steps, and sequences described and/or claimed herein while the same ofsimilar results would be achieved. All such similar substitutions andmodifications apparent to those skilled in the art are deemed to bewithin the scope and concept of the invention as defined by the appendedclaims.

1. An automated gaming system comprising a gaming table and an uprightvideo display panel comprising: an upright video display panel, thepanel displaying a virtual image of a dealer; a table having an uppersurface, the upper surface having a substantially horizontal videodisplay surface that provides a continuous field of video display and atleast two different player positions; and at least one main gameprocessor and optionally at least one additional game display processorin information communication with the upright video display panel andthe video display surface, the main processor or at least one displayprocessor directing video display on both the upright video displaypanel and the video display surface, and the main game processorproviding game rules for the play of at least one casino table card gamewithout the use of physical cards on the table.
 2. The automated gamingsystem of claim 1 wherein each player position has an individual playerprocessing board dedicated to that position.
 3. The automated gamingsystem of claim 2 wherein each individual player processing boardcommunicates directly with the main game processor.
 4. The automatedgaming system of claim 2 wherein each individual player processing boardcommunicates directly with a single Dealer game engine processor.
 5. Theautomated gaming system of claim 4 wherein the single Dealer game engineprocessor communicates directly with the display processor.
 6. Theautomated gaming system of claim 1 wherein the main game processorcontains data enabling the play of at least three different casino tablegames wherein cards are used in the play of each of the games.
 7. Theautomated gaming system of claim 1 wherein the video display surface haschangeable light filtering that can screen displayed images from variousangles.
 8. The automated gaming system of claim 7 wherein the lightfiltering can be changed upon command by the processor.
 9. The automatedgaming system of claim 7 wherein the light filtering can be changed uponexternal command.
 10. The automated gaming system of claim 1 whereinplayer input is provided at least in part by controls in the videodisplay surface.
 11. The automated gaming system of claim 10 wherein thecontrols comprise touch screen controls.
 12. The automated gaming systemof claim 10 wherein the controls comprise a panel embedded into thevideo display surface.
 13. The automated gaming system of claim 10wherein additional player input can be provided from player inputprovided on a surface below the video display surface and facing aposition where players are to be seated.
 14. The automated gaming systemof claim 11 wherein additional player input can be provided from playerinput provided on a surface below the video display surface and facing aposition where players are to be seated.
 15. The automated gaming systemof claim 12 wherein additional player input can be provided from playerinput provided on a surface below the video display surface and facing aposition where players are to be seated.
 16. The automated gaming systemof claim 2 wherein communication between the main game processor and theindividual player processor is performed through a transaction-basedprotocol.
 17. The automated gaming system of claim 16 wherein either themain game processor or the individual player processor can start atransaction.
 18. The automated gaming system of claim 4 whereincommunication between the main game processor and the individual playerprocessor is performed through a transaction-based protocol.
 19. Theautomated gaming system of claim 18 wherein either the main gameprocessor or the individual player processor can start a transaction.20. The automated gaming system of claim 10 wherein each player positionhas an individual player processing board dedicated to that position andcommunication between the main game processor and the individual playerprocessor is performed through a transaction-based protocol.
 21. Theautomated gaming system of claim 20 wherein either the main gameprocessor or the individual player processor can start a transaction.22. An automated gaming system comprising a gaming table and an uprightvideo display panel comprising: an upright video display panel, thepanel displaying a virtual image of a dealer; a table having an uppersurface, the upper surface having a substantially horizontal videodisplay surface that provides a continuous field of video display and atleast two different player positions; and at least one main gameprocessor and optionally at least one additional game display processorin information communication with the upright video display panel andthe video display surface, the main processor or at least one displayprocessor directing video display on both the upright video displaypanel and the video display surface, and the main game processorproviding game rules for the play of at least one casino table card gamewithout the use of physical cards on the table and a plurality of playerstations, each player station having its own intelligence.
 23. Thedevice of claim 22 wherein each player station and the main gameprocessor are in communication.
 24. The device of claim 23 wherein thecommunication is event driven.
 25. The device of claim 24 whereininformation communicated is included in an information packet.
 26. Anautomated gaming system comprising a gaming table and an upright videodisplay panel comprising: an upright video display panel, the paneldisplaying a virtual image of a dealer; a table having an upper surface,the upper surface having a substantially horizontal video displaysurface that provides a continuous field of video display and at leasttwo different player positions, each player position having anintelligent board; and at least one main game processor and optionallyat least one additional game display processor in informationcommunication with the upright video display panel and the video displaysurface, the main processor or at least one display processor directingvideo display on both the upright video display panel and the videodisplay surface, and the main game processor providing game rules forthe play of at least one casino table card game without the use ofphysical cards on the table; wherein the intelligent boards are incommunication with the main game processor, sending packets ofinformation from player positions as events occur.
 27. The automatedgaming system of claim 26 wherein the communication between theintelligent boards and the main game processor comprises communicationof player input.
 28. The automated gaming system of claim 27 whereinthere is a dealer game engine intermediate the intelligent boards andthe main game processor.
 29. The automated gaming system of claim 26wherein there is a direct line of communication between the intelligentboards and the main game processor for communication of player input.30. The automated gaming system of claim 26 wherein packets ofinformation are sent from the main game processor to the player positionintelligent boards.
 31. A method of playing an automated game having anupright video display panel, the panel displaying a virtual image of adealer, a table having an upper surface, the upper surface having asubstantially horizontal video display surface that provides acontinuous field of video display and at least two different playerpositions, each of the at least two player positions having anintelligent board, and a main game processor, the method comprisingsending packets of information from intelligent boards at playerpositions to the main game processor as events occur at playerpositions.
 32. The method of claim 31 wherein player input initiates thecommunication between the intelligent boards and the main gameprocessor.
 33. The method of claim 32 wherein there is a dealer gameengine intermediate the communication path between the intelligentboards and the main game processor.
 34. The method of claim 26 whereinthere the packets of information are sent directly from the intelligenceboards to the main game processor for communication of player input. 35.The method of claim 30 wherein the communication is event driven. 36.The method of claim 30 wherein the communication comprises a cyclicredundancy check.
 37. The method of claim 30 wherein the communicationis transaction based.
 38. The method of claim 26 wherein thecommunication is event driven.
 39. The method of claim 26 herein thecommunication comprises a cyclic redundancy check.
 40. The method ofclaim 26 herein the communication is transaction based.